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People are one of the main driving forces of Frostpunk. The game mainly revolves around keeping them alive, healthy, and happy, and they are required to perform the functions of most buildings until Automatons can be secured. With the exception of workers working in facilities which employ engineers (via the Abolition of Privileges law), all types of employees will grant the same amount of efficiency.

Type[]

Workers

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Workers make up a majority of the people you encounter. They are mostly limited to simple jobs, but they are also capable of performing some of the more manual or physically demanding work that engineers cannot.

Alternatively, in The Last Autumn scenario, they can be turned into Convicts by Roundup (Ability) in Overseers' Station and Security Outpost, or be assigned as militiamen in People's Militia.

Engineers

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Engineers are less common, and are required to perform more advanced jobs such as manning Medical Posts and Workshops. However, they cannot work in Hunters' Huts, Hunters' Hangars or (except in The Arks scenario) be made Scouts.

They cannot be assigned to work in jobs related to generator construction (any job in which work safety is a factor), except via the Abolition of Privileges law in The Last Autumn, though only they can work as overseers in Overseers' Station. Workers can be converted into engineers by Internal Promotion in The Last Autumn.

Children

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Children make a small portion of your populace. They are unable to perform any jobs unless the Child Labour - Safe Jobs law is signed. Provided that Child Labour - All Jobs is signed, children can perform most jobs workers can - however, they cannot work as hunters, as scouts or as Guards/Faith Keepers.
Note: Children will die when they are assigned to dangerous jobs.

Alternatively, they can be put into Child Shelters for a Hope bonus and later employed as medical or engineering apprentices to raise the efficiency of Infirmaries or Workshops. Without any of these bills being signed, children do not serve any function but still take up food and housing.

They are not featured in The Last Autumn.

Amputees

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Amputees are typically only encountered as the result of Radical Treatment, frostbite or a rare event. They cannot work in this form unless given Prostheses. It takes a long time for amputees to be treated. They are part of the Sickness status below.

In The Last Autumn, when Medical Repatriation is signed, amputees can be sent back to London. Alternatively, the player can sign Prostheses Shipments to order Prostheses for 3 logistical points each.

Convicts

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Convicts appear only in The Last Autumn as a social class available after siding with Engineers. They can be shipped in once you sign the Penal Colony law. They eat half as much as workers do, cost half as much to ship in (1 point), and pose a drastically reduced strike risk if a workplace is staffed with only convicts. The Panopticon can double their work efficiency, at the cost of drastically reduced safety (-3 levels) and occasional death by overwork.

Penal Colonies must remain in range of a Security Outpost in order to remain operational, and convicts can only work in workplaces within range of a security outpost. A sufficient number of engineers must staff the Security Outposts, relative to the number of Convicts you have (this factors the total number of engineers staffing security outposts, and the total number of Convicts, i.e. it doesn't matter where the convicts or security outposts are on the map). Below a certain ratio, it is possible for a riot to erupt, which will lead to massive casualties if not maintained. If the is ratio too low, a prison riot will result in Convicts killing everyone at the site, ending the game.

Clerks

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Clerks appear only in On The Edge. They work only in the Administration as Administration Officers. They are prohibited from all other workplaces. There are 10 of them, with 15 Children. They arrive on the event where New London sends them to the outpost. They won't be available after Outpost 11 rose up against New London and threw them out of their offices to send them back to New London.

Status[]

Your citizens can have a number of statuses related to their well being. These statuses fall in a number of categories that are similar to your citizens' needs. Lack of these statuses usually means that your citizens' needs are being met.

Sickness[]

Lack of sufficient healthcare causes Discontent to rise.

  • Amputee - This person has lost one of their limbs. They can't work until they receive a prosthesis.
  • Sick - This person is sick and will get worse if not treated properly. They are also not receiving proper medical care currently.
  • Gravely Ill - This person is on the brink of death, but a specialist in the Infirmary may still be able to do something...
  • In treatment - This person is sick but being treated.
  • In palliative care - This person is in palliative care to keep them comfortable and alive as long as possible. They are either gravely ill or an amputee.

Hunger[]

Hunger causes Discontent to rise.

  • Hungry - This person has been going without food for some time.
  • Starving - This person has been going without food for a long time, and is now starving - they are willing to do anything for a scrap of bread. Starving people will eat raw food if there is no operational Cookhouse.

Housing[]

Homelessness causes Discontent to rise.

  • Homeless - This person doesn't have any shelter for the night and will be forced to sleep on the ground. Homeless people have a higher likelihood of becoming sick.

Behaviour[]

Building[]

Builders' constructions priorities are streets, followed by buildings, and then dismantling. If a builder is walking to construct buildings, or is currently constructing a building, and a road construction requirement appears, the nearest builder will stop his current construction task and build the road. From there, the nearest available person would be take over the vacated construction slot for the building. As such, it is recommended that roads be plotted for construction after a building has been built.

When a builder is walking to a construction, the builder is tagged as not working. However, when a worker is walking to a workplace, they are tagged as working. Builders can be micromanaged to walk to the building site by assigning the builders to nearby workplaces. When there are workers assigned to a workplace, they can be dismissed from the workplace to assist in nearby construction. This would optimize time spent working as the builders would not have to spend time traveling to the construction plot.

Time[]

  • People working normal shifts wake up at 05:00. They will either build or dismantle buildings.
  • People start walking to their work locations at 07:00 for their normal shift.
  • People start going to rest from 18:00. If they are dismissed from their workplaces early, they will not work when assigned to another workplace without extended -or emergency shifts enacted.
  • People will start building or dismantling until 23:59 and continue those jobs until they are complete. Once done, they will head home and sleep. They do not perform construction or dismantling from 00:00 to 05:00.
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